SD Partial Trick Room Necrozma Team
TBH, I faced like 7 different Trick Room Teams while testing this team, it was wild. Anyways, this is a partial trick room team that can still work outside of trick room. It centers around Necrozma who is a devestating trick room sweeper and the only trick room user on the team to destroy any unprepared team. This team can effectively make sure that its going frist all the time, which is very valuable.
Necrozma @ Heavy-Duty Boots
Ability: Prism Armor
Tera Type: Ground
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Trick Room
Of course the main attraction of the team, SD Trick Room Necrozma can disrupt the speed of the battle immensly and be a devestating sweeper. One thing I found in testing is that its basically a 6-0 sweep against opposing trick room teams as it has enough speed to outspeed them while setting up constantly and reversing trick room, with enough bulk to live a few hits. Anyways, SD unlike DD is much more threatening quicker and with trick room, you can abuse the low speed stat and -speed nature to outspeed everything. Photon Geyser is amazing stab, with it massively outdamaging other psychic options. Earthquake is able to smack the steel types that resist psychic and most dark types are hit neutrally or super effectively by it. Tera ground allows it to boost earthquakes power and set up on thundurus therian potentially (grass knot never 2hit kos and focus blast is a measly 12.5% chance to 2hit ko). Overall, necrozma really puts in the work for this team and can be devestating as an early wallbreaker or a late game cleaner.
Krookodile @ Choice Scarf
Ability: Intimidate
Tera Type: Poison
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stealth Rock
- Gunk Shot
The speed control of the team, scarf krook allows the team to be able to outspeed things outside of trick room and can provide a nice amount of utility to the team. I'll be real 90% of the time you will be clicking knock off, with 9% of the time clicking e-quake and the remaining 1% clicking the other moves. Knock off and E-quake are just good stab moves, stealth rock can be set up if krook is on its last legs and you feel that rocks would be more impactful. Finally, Gunk Shot and Tera poison can destroy fairy types that may try to wall its stab moves. Overall, krookodile isn't very special, but it has a very important role on the team.
Terrakion @ Life Orb
Ability: Justified
Tera Type: Normal
EVs: 8 HP / 252 Atk / 248 Spe
Jolly Nature
- Quick Attack
- Swords Dance
- Rock Slide
- Close Combat
The secondary sweeper on the team, terrakion is a great cleaner both in and outside trick room. Firstly, the speed evs are so in trick room you always outspeed opposing cobalion and terrakion while still being faster than stuff like iron leaves without a booster energy. SD allows terrakion to boost its offenses very quickly and along with life orb, can help it deal devestating damage. Rock slide was chosen over stone edge due to its higher consistency and close combat is just a great stab move. Now, quick attack and tera normal can be the ultimate cleaner and since this is a set I've used in OU, its much more powerful here. For reference, +2 tera normal quick attack has a pretty good chance to OHKO barra, can potentially OHKO gardevoir and does 70% minimum to cyclizar. This means that against a weakened team, terrakion can clean up with tera normal quick attack destroying faster opponents while stabs defeat slower targets that can survive the quick attack. Tera normal also helps against the ghost types in the tier if they overwhelm krook by being a defensive stopgap.
Araquanid @ Choice Band
Ability: Water Bubble
Tera Type: Water
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Liquidation
- Leech Life
- Sticky Web
- Crunch
Honestly, the star of the show, choice band araquanid is the second trick room abuser that can potentially win games by opening massive holes in the opposing team. For reference, tera water choice band araquanid has a 55% chance to 2hit ko amoonguss. Which is a resist btw. Chesnaught takes a minimum 34% from it, meaning its 3hit ko'd. Anything that doesn't have massive bulk and resists liquidation is absolutely destroyed. Most of the time, you will be clicking liquidation and using tera water if needed. Even with only max hp investment, araquanid can take a lot of special hits even if stealth rocks are on the field. Leech life can help deal with grass types that may wall it, sticky web can be a nice option to make sure everything else on the team is outspeeding the metagame and crunch is a nice option to destroy basc-f that walls both stab moves. Overall, choice band araquanid just lays the hurt down.
Sylveon @ Heavy-Duty Boots
Ability: Pixilate
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Calm Mind
The special tank of the team, wish passer and a potential late game wincon, sylveon can fill a variety of roles on the team (though why is it not on the viability rankings, that's just crazy). Tera steel is just a good defensive typing for sylveon and can allow it to soft check some threatening mons like bisharp and iron head salamence, or give it a set up opportunity. Even with no investment, stab pixilate boosted hyper voice hits like a truck and can 2hit ko some neutral targets and do 30% to specially frail resists such as gengar. Wish allows sylveon to keep its teammates healthy or recover its own hp, while protect allows it to safely receive said wishes. Calm mind allows it to late game snowball into a devestating sweeper, while making sure it doesn't get overun by boosted special attacks.
Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel
EVs: 252 HP / 148 SpA / 108 Spe
Modest Nature
- Body Slam
- Roost
- Dragon Pulse
- Flamethrower
The physical wall of the team and paralysis spreader, salamence is a team member that won't do too much I will admit, but there isn't much better at its role of being a flying type that can spread para in RU (thundy-t is too frail). Tera steel is good defensively for the team. To get better bulk, max hp evs were used and enough speed evs to outspeed max speed breloom and bisharp, with the rest going into special attack. Despite the minus attack nature, body slam still does good damage to physically frail targets like doing 36% minimum to gardevoir, but the main thing is the 30% para rate, which allows the rest of the team to outspeed faster mons. Roost gives salamence reliable recovery while dragon pulse is spammable stab for it. Finally, flamethrower allows it to deal with opposing steel types that wall body slam and dragon pulse.
Threats:
I only have so far seen one threat to this team, as most other things can be dealt with easily enough, but bisharp is a big threat to this team. Due to its low speed and massive bulk, it can outspeed and ko necrozma in trick room and due to the double intimidate core, it can get free boosts off. Krook can somewhat deal with it, but tera flying means you have to be careful. If you can properly stall out the pp of sucker punch, then you should be good, but it is one prediction away from ruining a vital component of the team.
Replays:
https://replay.pokemonshowdown.com/gen9ru-2110174846-lr44qfo7tv1c5qp87eeamgu6wy2w42jpw Only got one replay, but necrozma was able to weaken quagsire and that meant the combo of body slam salamence and calm mind sylveon could win (they forfeited, but sylveon would have swept).